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-rw-r--r--src/render.cpp95
1 files changed, 74 insertions, 21 deletions
diff --git a/src/render.cpp b/src/render.cpp
index 3eea57b..1b5ba62 100644
--- a/src/render.cpp
+++ b/src/render.cpp
@@ -39,17 +39,17 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities,
[[maybe_unused]] entityx::TimeDelta dt)
{
// TODO move these to only happen once to speed up rendering
- GLuint s = worldShader.getProgram();
- GLuint v = worldShader.getUniform("view");
- GLuint p = worldShader.getUniform("projection");
- GLuint m = worldShader.getUniform("model");
- GLuint a = worldShader.getAttribute("vertex");
- GLuint t = worldShader.getAttribute("texc");
-
- GLuint q = worldShader.getUniform("textu");
- GLuint n = worldShader.getUniform("normu");
- GLuint b = worldShader.getUniform("AmbientLight");
- GLuint f = worldShader.getUniform("Flipped");
+ static GLuint s = worldShader.getProgram();
+ static GLuint v = worldShader.getUniform("view");
+ static GLuint p = worldShader.getUniform("projection");
+ static GLuint m = worldShader.getUniform("model");
+ static GLuint a = worldShader.getAttribute("vertex");
+ static GLuint t = worldShader.getAttribute("texc");
+
+ static GLuint q = worldShader.getUniform("textu");
+ static GLuint n = worldShader.getUniform("normu");
+ static GLuint b = worldShader.getUniform("AmbientLight");
+ static GLuint f = worldShader.getUniform("Flipped");
/***********
* SETUP *
@@ -140,7 +140,7 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities,
*************/
entities.each<Render, Position>(
- [this, a, q, t, n, f](entityx::Entity, Render &r, Position &p) {
+ [this](entityx::Entity, Render &r, Position &p) {
if (!r.visible)
return;
@@ -223,32 +223,74 @@ void RenderSystem::update([[maybe_unused]] entityx::EntityManager& entities,
glDrawArrays(GL_TRIANGLES, 0, worldVertex);
}
+ glDisableVertexAttribArray(a);
+ glDisableVertexAttribArray(t);
+
+ /******************
+ * UI RENDERING *
+ ******************/
+
+ static GLuint uiS = uiShader.getProgram();
+ static GLuint uiS_v = uiShader.getUniform("view");
+ static GLuint uiS_p = uiShader.getUniform("projection");
+ static GLuint uiS_m = uiShader.getUniform("model");
+ static GLuint uiS_a = uiShader.getAttribute("coord2d");
+ static GLuint uiS_t = uiShader.getAttribute("tex_coord");
+ static GLuint uiS_q = uiShader.getUniform("sampler");
+
+ glUseProgram(uiS);
+
+ view = glm::lookAt(glm::vec3(0.0f, 0.0f, 10.0f), // Pos
+ glm::vec3(0.0f, 0.0f, 0.0f), // Facing
+ glm::vec3(0.0f, 1.0f, 0.0f)); // Up
+
+ scale = 1.0f;
+ scaleWidth = static_cast<float>(width) / scale;
+ scaleHeight = static_cast<float>(height) / scale;
+
+ projection = glm::ortho(-(scaleWidth/2), // Left
+ (scaleWidth/2), // Right
+ -(scaleHeight/2), // Bottom
+ (scaleHeight/2), // Top
+ 10.0f, // zFar
+ -10.0f); // zNear
+
+ model = glm::mat4(1.0f);
+
+ glUniformMatrix4fv(uiS_v, 1, GL_FALSE, glm::value_ptr(view));
+ glUniformMatrix4fv(uiS_p, 1, GL_FALSE, glm::value_ptr(projection));
+ glUniformMatrix4fv(uiS_m, 1, GL_FALSE, glm::value_ptr(model));
+
+ glEnableVertexAttribArray(uiS_a);
+ glEnableVertexAttribArray(uiS_t);
+
// Update all UI VBOs
for (auto& r : uiRenders) {
auto& render = r.second;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, render.tex);
- glUniform1i(q, 0);
+ glUniform1i(uiS_q, 0);
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, render.normal);
- glUniform1i(n, 1);
+ //glActiveTexture(GL_TEXTURE1);
+ //glBindTexture(GL_TEXTURE_2D, render.normal);
+ //glUniform1i(n, 1);
glBindBuffer(GL_ARRAY_BUFFER, r.first);
- glVertexAttribPointer(a, 3, GL_FLOAT, GL_FALSE,
+ glVertexAttribPointer(uiS_a, 3, GL_FLOAT, GL_FALSE,
6*sizeof(float), 0);
- glVertexAttribPointer(t, 2, GL_FLOAT, GL_FALSE,
+ glVertexAttribPointer(uiS_t, 2, GL_FLOAT, GL_FALSE,
6*sizeof(float), (void*)(3*sizeof(float)));
glDrawArrays(GL_TRIANGLES, 0, render.vertex);
}
+ glDisableVertexAttribArray(uiS_a);
+ glDisableVertexAttribArray(uiS_t);
+
/*************
* CLEANUP *
*************/
- glDisableVertexAttribArray(a);
- glDisableVertexAttribArray(t);
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_CULL_FACE);
@@ -317,8 +359,19 @@ int RenderSystem::init(void)
worldShader.addUniform("AmbientLight");
worldShader.addUniform("Flipped");
+ uiShader.createProgram("Shaders/ui.vert", "Shaders/ui.frag");
+
+ uiShader.addUniform("projection");
+ uiShader.addUniform("view");
+ uiShader.addUniform("model");
+
+ uiShader.addAttribute("coord2d");
+ uiShader.addAttribute("tex_coord");
+
+ uiShader.addUniform("sampler");
+
glEnableVertexAttribArray(worldShader.getAttribute("vertex"));
- glUseProgram(worldShader.getProgram());
+ glEnableVertexAttribArray(uiShader.getAttribute("coord2d"));
// TODO
//glPolygonOffset(1.0, 1.0);